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FarmD v1.8.5 (download)

Download: https://www.dropbox.com/scl/fi/4vppg1btnytl61gxhzarb/FarmD-1-8-5.7z?rlkey=ybgjwd4f92dktwi2w6imew6v5&st=om8pfuik&dl=0

Importer SDK: https://www.dropbox.com/scl/fi/k029xztmr4sg3iwstixp9/FarmDCharacterImporter-1-8-5.unitypackage?rlkey=nhjbqw50bcebs45gxgl13q2bv&st=3bx2bbwc&dl=0

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FarmD v1.8.5 (changelog)

Feral player support, and feral/feral interactions.

[general]
ADDED
- You can now play as Feral species by changing the player character's Body Orientation in the Character Menu.
- Added new voice packs for Drake and Gryphon. The previous voice packs have been renamed to "Legacy".
- Added jumping / falling animations for ferals. Also, you can now jump while saddle-riding.
- Added a Feral/Feral Riding interaction, accessible from the hay bales and similar interactables.
- Added a freeform Feral/Feral Kissing interaction.
- Added a Feral/Feral 69 interaction, accessible from the Lie Down -> Roll Over position.
- Added a Feral/Feral Missionary interaction, accessible from the Lie Down -> Roll Over position.
- Added a Feral/Feral Tribbing interaction, accessible from the Lie Down -> Roll Over position.
- Added a Feral/Feral Servicing interaction for the hanging plank interactable.
- Added a Feral/Feral Doggystyle interaction, accessible from the solo Bend Over interaction.
- Added a Feral/Feral/Feral Spitroast interaction, accessible from the Feral/Feral Doggystyle interaction.
- Added a Feral/Feral Sleeping interaction on the ground-level bed/blanket interactables.
- Added a Feral/Feral Sleep Sex interaction, accessible from the Feral/Feral Sleeping interaction.
- Added a Feral/Feral Kiss interaction, accessible from the Feral/Feral Sleeping interaction.
- Added a Feral/Anthro Sleep Sex interaction, accessible from the Feral/Anthro Sleeping interaction.
- Added a Feral/Anthro Kiss interaction, accessible from the Feral/Anthro Sleeping -> Roll Over position.

CHANGED
- Feral characters now have finger collision and support for curling their fingers.
- Changing a character's voice pack now updates their vocals right away, instead of only after closing the Character Menu.
- Partner AI will no longer get bored and choose a new activity while the Change Interaction menu is open.

FIXED
- Fixed some errors that could occur when reloading character species in the Character Menu.
- Fixed an error that could occur when falling out of the world during an interaction, such as when Saddle Riding.
- Fixed animation issues that could occur in some scenarios when idle animations were interrupted.
- Fixed the player's hands making constant skin-rubbing impact sounds when moving around.

[desktop]
FIXED
- Fixed a bug when opening the inventory after launching the game with no partners.

[vr]
ADDED
- Added a "Toggle Hand Control" action when playing as Feral to set whether the feral's hands are tracking to the controllers or controlled by animation.

FIXED
- Fixed an intermittent issue where the player's hands would collide with their own arms, causing them to try to fly away from the player's body.
- Fixed a bug where the trigger zones attached to feral partners' head and rear could not be targeted with the Interact pointer in VR mode.
- Fixed a bug where interactions that allowed for player movement would cause the player to fall through the floor in VR mode.

[interaction studio]
ADDED
- Added a "Copy From State" button when setting the VR Headset Marker for a role, to copy the position of the character's head from an animation instead of needing to set it manually.
- Added a "Copy From Parent" button when setting the VR Headset Marker for a role, to copy the position from the parent role if in a nested interaction.

FIXED
- Fixed the visual position of characters in nested interactions that are linked to parent roles, which were incorrectly placed when editing role markers.
- Fixed an error that could occur when executing transitions from an Any state that didn't use the action button.

[importer sdk]
CHANGED
- The "Head Offset" is now required for Feral characters like it was for Anthros, to establish the orientation of the headset / POV camera on the character.
- Feral characters can now do the Hand/Finger setup to initialize finger controls. This requires the use of a Humanoid Unity Avatar on the model to assign the hand/finger bones, as well as a Finger Curl expression animation to define the open and closed poses for the hands.

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FarmD v1.8.4 (download)

Download: https://www.dropbox.com/scl/fi/3q9hki4dc6smkit6vdgmk/FarmD-1-8-4.7z?rlkey=bd3a7yhj3frra7ly1v5tn61yr&st=lkhqfii2&dl=0

Importer SDK: https://www.dropbox.com/scl/fi/jkrq5xa1d0dpsibdzhad9/FarmDCharacterImporter-1-8-4.unitypackage?rlkey=jhfyhny9qow524qcjjp4w93ra&st=b06ey0jw&dl=0

Apologies for the delays on this one gang, it took a bit longer than expected to get multi-partner things working properly.

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FarmD v1.8.4 (changelog)

Multi-partner support and multi-character interactions, and some quality-of-life improvements.

[general]
ADDED
- Added controls for adding and removing partners in the Character Menu. You can also Disable a partner to remove them from the scene without losing their configured data.
- Added a hotkey for cycling through the currently selected partner (desktop: C, vr: right-hand B button).
- Partners with AI enabled will now invite you to join interactions with a popup window.
- Partners set to Active AI can now initiate "nested" interactions during the parent interaction, if any are available from the current pose.
- Added a new collaborator Spud Dastardly to the team! Doing animation work on some new interactions.
- Added a new feral/anthro Servicing interaction, accessible from the solo feral Lie Down -> Roll Over position.
- Added a new feral/feral/anthro Spitroast interaction, accessible from the new Servicing interaction.
- Added a new anthro/anthro/anthro Train interaction, accessible from the anthro/anthro Bend Over interaction at the crate or kitchen counter interactables.

FIXED
- Fixed an error that could occur when loading a species that doesn't have a tail.
- Fixed errors that could occur in some scenarios when a feral character was using one of the non-feral voice packs.

[desktop]
FIXED
- Fixed alignment issues that could occur with characters' heads during some interactions when in first-person view, such as the anthro/anthro Kissing interaction.
- Fixed an error that could occur when reassigning hotkeys.

[vr]
CHANGED
- For better alignment and compatibility with nested interactions, the anthro/anthro Bend Over interaction now requires the VR player to properly "join" the interaction when in the Top role, rather than being able to move around freely.
- For better support for directing two partners to do an interaction that previously would have allowed the VR player not to "join" directly, such as the feral/anthro Servicing position on the hanging plank, there is now a confirmation popup when directing the partner to start this interaction which allows you to join it yourself or direct another partner to join instead.

[interaction studio]
ADDED
- Holding the Alt key and clicking on a track in the animation editor now selects all of the keyframes on that track.
- Holding the Alt key and clicking on a keyframe in the animation editor now selects all of the keyframes on the same frame.
- Holding the left Ctrl key and clicking on the change-animation buttons in the animation editor now skips inactive animations and selects the next active animation.
- Added a hotkey for selecting all keyframes in the current animation (default: K).
- Added a "None" option to the Allow Character Movement special behaviour, so the regular walk-cycle animations can be fully overridden by interactions while moving.
- Added an Author field to interactions.

CHANGED
- Pressing Tab when any of the X/Y/Z input fields for editing a keyframe have focus now cycles through those fields.

FIXED
- Grouped animation sets which use synced animations will no longer show the action buttons for roles that have no unsynced animations in their groups.
- Weighted or grouped animation sets now properly stop playing the synced animation when the partner it is synced to changes to a different animation or group.
- Fixed some rotation issues with the first-person camera mode in the animation editor.

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FarmD v1.8.3 (download)

Download: https://www.dropbox.com/scl/fi/q4cb0lzae4n8mt01irkfd/FarmD-1-8-3.7z?rlkey=mz9pbagedloxh8m2i18koy7v4&st=yvxq4stm&dl=0

Importer SDK: https://www.dropbox.com/scl/fi/3du2ioxhc5e4pn8aewenj/FarmDCharacterImporter-1-8-3.unitypackage?rlkey=ihjppr2ro3wn7lubig8wou02a&st=qu6f18oi&dl=0

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FarmD v1.8.3 (changelog)

More animation updates, quality-of-life improvements, and kissing support.

[general]
ADDED
- Added an "Off" option for partner AI, to prevent partners from choosing any actions or new interactions.
- Characters will now occasionally do alternate idle animations when standing still and not in an interaction.

CHANGED
- Any "Partner"-type interactions available to the player now appear in the Change Interaction menu when not in an interaction, similar to the Freeform interactions.
- Adjusted settings for arousal triggers on penetrables so they can interact with each other, to allow arousal to be gained from kissing / scissoring interactions.
- The ordering of action buttons in a number of built-in transitions has been adjusted for consistency.

FIXED
- Fixed a bug where unavailable interactions/roles could sometimes be listed in the "Change Interaction" menu, causing characters to get softlocked when trying to start them.
- Fixed a bug where some animated properties would not reset to their defaults correctly when exiting an interaction in some scenarios, especially using the Reset Characters button.
- Fixed some physics issues with characters' balls that could cause them to get stuck on geometry.
- Fixed some bugs causing a character's mouth to be stuck open in some scenarios.

[desktop]
ADDED
- Added a "Kiss" action to the Feral/Anthro Mawplay interaction.
- Added an anthro/anthro Kissing interaction with your partner.

[vr]
ADDED
- Touching lips with your partner will now trigger kissing expressions for both characters.

[interaction studio]
ADDED
- Added a Transitions section when selecting a State in the State Machine Editor, so the transitions can be sorted to determine the order their action buttons are listed on screen, and the order their conditions are evaluated.
- The camera in the Interaction Studio can now be moved using the WASD keys.
- The first-person camera is now available in the Animation Editor (hotkey: V), and will take the role of the character that is currently being animated. Note that this does not work correctly on feral characters since these have not been set up for first person yet.
- You can now toggle between local and global position/rotation gizmos (hotkey: G) in the Animation Editor.
- Added a "Full Character" animation track type, to move the character's entire body at once.
- Added a "Kissing" expression option to the Set Expression animation event.
- Added headings/groupings to the Add Tracks modal in the Animation Editor to better organize the list of objects.
- Added some error/warning validation to the Interaction Studio to indicate scenarios when an interaction is misconfigured and may not work in-game, particularly for nested interactions.

CHANGED
- The first role in a character-based interaction (freeform, partner, etc) now correctly locks its interaction marker to 0,0,0 to prevent animation/navigation issues.
- The escape key now closes the Interaction Library menu for consistency with other menus.

FIXED
- Changing properties of the "Change Alignment" event while the timebar is within the duration of the event transition now applies the new settings correctly.
- Fixed some scenarios where animations that had multiple "Change Alignment" events or event tracks were behaving incorrectly when scrubbing in the animation editor.
- Fixed a bug where active expression animations would restart whenever scrubbing to a new time in the timeline.
- Fixed a bug where the "Head Offset" object would be locked to one rotation in the animation editor in some scenarios.

[importer sdk]
ADDED
- Added support for a Kissing expression loop.

REMOVED
- The "Is Slit" flag on configurable sheath types has been removed since it is no longer used in-game.

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FarmD v1.8.2 (download)

Download: https://www.dropbox.com/scl/fi/8dm8i8ig7gev6vh7317uq/FarmD-1-8-2.7z?rlkey=nrpw1khfkhu5mwm35zt98j5ac&st=iii1xsx5&dl=0

Importer SDK: https://www.dropbox.com/scl/fi/t5htjoha3zapgzzw33ozj/FarmDCharacterImporter-1-8-2.unitypackage?rlkey=q8du6921s89xp4hudj6zsuoow&st=iffb3v8h&dl=0

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FarmD v1.8.2 (changelog)

New character emotes (part 1), fluid fixes and other improvements.

[general]
ADDED
- Added sliders to the Character Menu for partners to allow the adjustment of their "boredom rate" - that is, how often they will choose new interactions or pick new actions during an interaction.

CHANGED
- The version of Unity has been updated once again, and should provide a slight improvement to performance.
- Adjusted some Simulated fluid solver settings which should increase stability and prevent crashing issues. Fluids also look/behave a bit differently now.
- Cum emission speed no longer scales with cock size, to prevent issues with fluids not emitting at small sizes.
- Reworked the character expression system, which should mostly be unnoticeable but has fixed a few edge-case bugs and fixed some layering/override issues.
- Bumped up the lighting brightness in the grotto and farmhouse basement.

FIXED
- Fixed a bug where simulated fluids would render opaque instead of transparent in some scenarios.
- Fixed some physics issues that could occur when changing character species while at a non-standard scale.
- Fixed some physics issues with characters' balls, especially when the character has a small size.
- Simulated fluid quality settings are now being properly applied when launching the game.
- Fixed bugs with the player character model's draw distance when in third-person view, and occasional issues with the "Toggle Muzzle" setting not working correctly.
- Fixed some error handling when loading interactions that have invalid versions.
- Fixed the Quit button not working on the initial play-mode select screen.
- Fixed a bug where simulated fluids would not appear correctly if launching the game in Simple fluid mode and changing to Simulated for the first time.
- Fixed UI overlap issues in the Character Menu for characters that have lots of customization options, such as the Kobold.
- Creating a new save file while already in-game will keep you in the same scene instead of defaulting to the Valley scene.
- Enabling and disabling interactions in the Interaction Library now correctly updates their availability in-game.

[vr]
CHANGED
- The radial menus for configurable objects like the VR camera can now be used while the menu tablet is active.
- Certain UI/HUD elements are no longer rendered in the VR camera object's screen, to reduce clutter.
- Pinning the mirror in place will now keep it active when changing between characters in the Character Menu.

FIXED
- Fixed the full-body tracking buttons not working when trying to calibrate a tracker.
- Fixed an error popup and collision issues when inserting a dildo into penetrables.
- Fixed some error spam if the SteamVR menu is opened during gameplay.

[interaction studio]
ADDED
- Added a new Play Emote animation event, which can trigger various expression emotes defined for the character in the importer SDK. Basic versions of these emotes have been set up for all Standard characters, and will be expanded on in a later build.

[importer sdk]
ADDED
- Added new Expression emote types - smile, snarl, playful, and yawn.

CHANGED
- The version of Unity was updated to 6.0.49f1, so any projects that use the Importer package may also need to be updated to a 6.0.x version to work correctly.
- A script used by the PlayerTouchTrigger prefab has been updated (CompoundTriggerPlayerTouch), which in built-in models is used to control the trigger zones for the left and right eyes closing when a player's hand is nearby. If you had used this prefab in your custom characters, make sure to update its Expression Type value accordingly.

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FarmD v1.8.1-hotfix

Some fixes and optimizations for the new fluid setup.

[general]
FIXED
- Being in Simple fluid mode now properly cleans up the simulated fluid resources to reduce VRAM usage.
- Optimized some files to cut down RAM/VRAM usage in general and help prevent crashes on lower-end systems, reduce the file size, and improve loading times when changing scenes.
- Fixed simulated fluids behaving strangely when the player is farther away from the center of the map (at the Stable).
- Fixed floor colliders in the Farmhouse scene to help prevent fluids from falling through.


Download: https://www.dropbox.com/scl/fi/gwx87se0k66afwoy0avd2/FarmD-1-8-1-hotfix.7z?rlkey=t68tomkxl8pojlzbmi0fhqq1w&st=pn4aqr9v&dl=0

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FarmD v1.8.1 (download)

Download: https://www.dropbox.com/scl/fi/cbpnr3jfjb9hd1ixv7yix/FarmD-1-8-1.7z?rlkey=hcy4w02mvb8vwdmywm6tras7z&st=htb99lbd&dl=0

Importer: https://www.dropbox.com/scl/fi/1qx95lj3zzjhel1ofiyor/FarmDCharacterImporter-1-8-1.unitypackage?rlkey=5929xti7u9kznmxb8dilhhcky&st=hfr7yku9&dl=0

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FarmD v1.8.1 (changelog)

Interaction enhancements and upgraded simulated fluids.

[general]
ADDED
- Added an Anthro/Anthro Missionary position on the beds in the house.
- Added cunnilingus to the Anthro/Feral Servicing and Anthro/Anthro Servicing interactions.
- Added icons to the pause menu buttons.

CHANGED
- The version of Unity and a number of third-party packages have been updated.
- The package used for Simulated fluids has been updated and now uses a GPU solver instead of CPU, which should give better performance in most cases. Simulated fluid properties have also been updated to look a bit nicer.
- Handling for aligning hands and feet to objects in interactions has been changed, and should reduce some inconsistencies in animation of these limbs across different character models.
- Voice packs are no longer limited by body orientation, and can be assigned to any character.

FIXED
- Fixed a bug that could cause partners to stop choosing new interactions in some scenarios.
- Fixed a bug where fluids would sometimes not collide correctly with characters.
- Fixed a bug that was causing duplicate vibration devices to get added in the profile, and causing incorrect behaviour in the Vibrators panel like settings not being saved correctly.
- Fixed some bugs where the "Change Interaction" button would not appear in some situations after exiting an interaction or resetting characters.
- Fixed some situations where a character's mouth could get stuck open.
- Fixed an error that could occur when trying to load a character model with incorrectly configured touch targets.
- Fixed some lighting issues with the exterior of the farmhouse.

REMOVED
- Saliva strings have been temporarily disabled since they weren't working correctly with the new fluid setup.

NOTES
- Due to API changes, any interactions made in v1.8.1+ will not be compatible with older versions of the game.

[desktop]
FIXED
- Fixed an issue with the Feral/Anthro servicing interaction where the POV camera range would remain restricted after exiting the "nuzzle sheath" action.
- Fixed the Feral/Anthro servicing interaction missing the "finger sheath" hand actions when the feral partner has a sheath.

[vr]
ADDED
- Restored support for picking up anthro partners by the hips and carrying them.

FIXED
- Fixed some collision issues to make fingering/fisting your partner a bit easier.
- Selecting UI elements from lists in the character Body menu, such as cock types and cosmetic options, should work more consistently now.

[interaction studio]
ADDED
- Added many new touch target types, so you can attach limbs to a character's body in more places.
- Added a track type for Penetration Angle, to adjust the angle of penetration for a cock going into a penetrable.
- Added a track type for Cock Base Angle, to adjust the angle of a character's cock instead of always pointing directly forward.

CHANGED
- The internal alignment handling for hands and feet has changed slightly for non-Default alignment targets. Any animations that aligned a hand or foot to a touch target or cock may need to be updated. Additionally, alignment with these limbs should now be functioning properly for Feral characters.
- The "Rimming Lick" expression is now implemented for Feral characters.
- Tweaked some properties for the alignment system when aligning cocks and penetrables, or two penetrables together, to reduce the likelihood of characters getting rotated around the wrong way.

FIXED
- Fixed an error that could occur when copying an interaction that has "broken" conditions, such as referencing a state that has been deleted.
- Fixed errors that could appear when moving or rotating the camera plane for an interaction.
- Fixed errors that could occur when scrubbing the timeline past animation events with invalid targets, for example a "Change Alignment" for a cock on a character that doesn't have one.
- Fixed a few edge-case issues that could occur as a result of animations not getting reset properly on a character after exiting the animation editor.

[importer]
ADDED
- All characters are now required to have hand-palm and foot-sole objects defined, for the interaction studio to use for alignment. These fields have been added to the Limb Setup module along with an Initialize button for generating the objects at their expected orientations, which should then be tweaked as needed. See the Example scenes for the expected placement on characters.
- Added a field in the Cock module for Cock Rotation Base, to allow the cock's rotation to be animated in interactions. This should be the sheath bone for any sheathed characters to prevent clipping issues, or just the cock base bone otherwise. Additionally, you can define override objects in the Sheath Type in Configurable Parts in order to use different rotation roots with different sheath types.
- Added many new touch target types - use the Generate Touch Targets button to add the new ones to existing characters.
- Added some more validation for some fields, to prevent errors when building the package or loading in the game.

CHANGED
- Due to API changes, any .fdc files built before v1.8.1 need to be re-exported with the Importer v1.8.1+ in order to work correctly in v1.8.1+ of the game.
- The version of Unity was updated to 2022.3.61f1, so any projects that use the Importer package may also need to be updated to a 2022.3.x version to work correctly.
- New touch targets created using the Generate Touch Targets button are now placed at the expected orientation for animations to work, so they should require much less tweaking and trial-and-error. Also see the Example scenes for the expected placement on characters.

REMOVED
- Removed the "Status / Available Activities" section from the Character Importer component since it was out of date and not set up to handle the new interaction system.

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Roadmap: FarmD v1.9.0

Here's what is in the works for FarmD v1.9.0:
- New interactions and sex positions
- In-game content browser for sharing models, skins, and interactions
- Multi-partner interaction support
- Feral player support

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[PUBLIC] FarmD v1.8.0

Interaction Studio mode, animation reworks and code refactoring, and some new interactions.

For the full changelog, check the changelog_public.txt after unpacking the .7z archive.


Download: https://www.dropbox.com/scl/fi/kdrvbimvunwso0b4kncq0/FarmD-1-8-0.7z?rlkey=dds1mx1xsgtszqytpalt8z7tt&st=9bjb39el&dl=0

Importer: https://www.dropbox.com/scl/fi/17eurz6wh5zygrb7kh5id/FarmDCharacterImporter-1-8-0.unitypackage?rlkey=g4xogvfk3rinbr1lzkaf0wko1&st=hv66mvad&dl=0


(Supporters: There were no changes made between v1.7.5 and the v1.8.0 public build)

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FarmD v1.7.5 (download)

Download: https://www.dropbox.com/scl/fi/mtsd9jxchiq69472pln5n/FarmD-1-7-5.7z?rlkey=83k3fwktpmwobi74n2xu0lfyd&st=3tcppa3f&dl=0

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FarmD v1.7.5 (changelog)

Handful of bugfixes and minor features to wrap up v1.7.x.

[desktop/vr]
ADDED
- Added an anthro/anthro 69 interaction, accessible from the "Lie Down" interaction.

CHANGED
- Partners set to Active AI will no longer choose to "Stop" during the built-in sex positions.
- Scrolling in nested scrollable areas will now propagate the event to the parent scrollable area if the nested one can't be scrolled.
- Did a handful of minor performance tweaks to help in some areas.

FIXED
- Fixed a bug with feral partners not triggering sound effects when sucking the player's cock in some scenarios.
- Fixed a bug where it was possible to enter a nested interaction while the partner is exiting it, causing errors.
- Fixed issues with partners' alignment with the ground getting offset to strange angles when doing freeform interactions on a sloped surface.
- Fixed the characters' skin selection getting reset to the species default value when changing between selected characters.
- Fixed an error that could occur when exiting a nested interaction when the parent interaction has fewer roles.
- Fixed a few lighting / lightmapping issues in some spots.
- Fixed some minor UI alignment / spacing issues in a few places.
- Fixed issues with the chest on the Legacy Leopard model when loading a file with the male body type.

[vr]
CHANGED
- Some more refinements to the cock-grab mechanics to make things a little more natural.
- Increased the size of the full-body tracking calibration triggers, to make it easier to configure.

[interaction studio]
FIXED
- Fixed errors that could occur when entering the interaction studio while in first-person view.
- Fixed the Edit cog button still appearing by the animation dropdown after deleting the animation.
- Fixed a display issue for some animation events with a duration bar when first opening the animation editor.

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FarmD v1.7.4 (download)

Download: https://www.dropbox.com/scl/fi/gaxxnbe73cq76bcz0r2tp/FarmD-1-7-4.7z?rlkey=egte5a924l52cwd2vrv4pgu00&st=xzhshjky&dl=0

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FarmD v1.7.4 (changelog)

Interaction studio updates, VR quality-of-life improvements, and a few other changes.

[desktop/vr]
ADDED
- Added an anthro/anthro Doggystyle interaction, available from the "On All Fours" interaction.

CHANGED
- Partners set to Active AI mode will no longer choose to exit interactions when the player is also in the interaction.

FIXED
- Fixed some scenarios where there was no option to invite or join your partner for certain interactions.
- Fixed interactable objects not showing their highlighted outlines when they were available in some scenarios, and vice versa.

REMOVED
- The "Pose Previews" preference option was removed since they are not used in the new interaction system.

[vr]
CHANGED
- The VR player's collision capsule will now ignore all collisions when in an interaction, and stay at the height that is configured for that role in the interaction studio, to prevent issues with getting pushed or falling out of place. Set up the "Allow Movement" special behaviour on the interaction to revert to the previous setup.
- Reduced the distance needed before the player's hands will force-snap back to their controller positions if they get stuck on geometry.
- Increased the physics strength of the hands, to make fingering/fisting your partner a bit easier.
- Updated the VR Tutorial pages to use the new controls and interaction system.

FIXED
- Fixed some collision issues with the VR player hands, and reworked the cock-grab setup, to significantly improve cock grabbing and stroking.
- Fixed a bug causing the player's body to disappear or warp very far downward in certain scenarios, especially in lying-down or other horizontal interactions.
- Fixed a bug where the player body would not be repositioned correctly when entering a nested interaction.
- Fixed a bug where the screen would not fadeout properly when ending a nested interaction that didn't have a role for the player in the parent interaction.
- Fixed a bug where the player's movement speed while in an interaction would change if crouching and un-crouching.
- Fixed the walking animations for the player not playing correctly in some scenarios.

[interaction studio]
ADDED
- You can now define animation events that are attached to non-animation transitions (Direct or Fadeout), in order to trigger those functions making an intermediate transition animation if none is actually needed.
- You can now synchronize weighted or grouped animations across multiple roles within a state, to keep animations in sync when they change for one character.
- You can now edit the equipment of characters while in the Interaction Studio with a new button in the Edit Role screen.
- Added animation event types for triggering an orgasm and for toggling watersports.

CHANGED
- Transitions being disabled will no longer cause their effects/events to apply when editing animations on states that follow them.

FIXED
- Fixed some errors that could occur after importing an animation with "Change Alignment" events from another interaction.
- Fixed a bug preventing events from being dragged if they were on the first frame of the animation.
- Fixed the color of disabled transitions not showing correctly when first opening the state machine editor.
- Fixed an error that could occur if certain characters are in the interaction name when creating it.
- Fixed an error that could occur when reversing an animation that has an event positioned after the last keyframe.
- Fixed a visual bug with animation events after reversing an animation.

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FarmD v1.7.3 (download)

Download: https://www.dropbox.com/scl/fi/cnc6dmc14ie3gm8tsajsg/FarmD-1-7-3.7z?rlkey=ouhoihyky56pgh28nziur25od&st=4ilk2d77&dl=0

Importer: https://www.dropbox.com/scl/fi/orzuqkz109ittks270tlf/FarmDCharacterImporter-1-7-3.unitypackage?rlkey=6cg6rnn731cahboiv0y7d2bgr&st=k6tjg48q&dl=0

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FarmD v1.7.3 (changelog)

Additional interaction studio features and fixes.

[desktop/vr]
ADDED
- Restored the saddle-riding and belly-riding interactions.
- Added tooltips in the interaction library and the "change interaction" popup menu that show the descriptions of interactions when hovering over them.

CHANGED
- Changed the Patreon supporter listing so it includes anyone with a lifetime contribution of $10 or more, rather than only active/cancelled supporters, so anyone who downgraded to a lower tier doesn't get excluded from the list.

FIXED
- Fixed the partner's "Active AI" not choosing new actions during sex positions.
- Multi-character interactions will no longer appear as options if your partner cannot join them.
- Fixed a bug where feral characters repeatedly entering freeform interactions on a slope would get rotated at a skewed angle.
- Fixed a bug with the partner's "Change Interaction" action button not appearing in some scenarios after exiting the Interaction Studio.
- Opening the pause menu while the "Change Interaction" menu is open now closes that interaction menu to prevent overlapping UIs.
- Fixed a bug where having an "Animation Event Trigger" condition type on a transition from an "Any" state was not able to be activated.
- Fixed simulated fluids not rendering correctly in some scenarios.
- Fixed precum causing splashing audio in some scenarios when it shouldn't.
- Fixed some bugs with characters' voices not playing correctly.
- Fixed a bug where changing from a save file with an anthro partner to one with a feral partner would cause any equipment on the feral to be unequipped.
- Fixed some jittery motion on partner's heads when they're moving.
- Fixed some errors that could occur when opening the interaction studio in some scenarios, such as having an anthro partner in the save file and opening an interaction that has a feral partner.

[vr]
ADDED
- Restored support for grabbing and moving your partner's hands and feet.
- Restored support for accessing the partner's inventory in VR mode.

FIXED
- Fixed an error that could pop up when doing the initial VR calibration if the game had previously been played in desktop mode.

[interaction studio]
ADDED
- Added support for assigning "Special Behaviours" on interactions, to allow for characters to walk around during interactions, follow patrol routes, and attach to another character so they can move together like in a carrying / riding position.
- Added condition types for checking whether a role is currently following a patrol route, to allow for different behaviours in scenes that don't have routes such as the indoor areas.
- Added condition types for checking if a particular item is equipped on a character.
- Added a flag on interactions to toggle whether the "fixed-plane" camera should be used when in third-person view in Desktop mode.
- Added an effect type "Use Attention System", which will allow characters to look around at nearby points of interest when in an interaction, like they do while walking around. Also, there are some new animation object types for controlling the angle of the character's head when the attention system is used.
- Added the ability to copy existing animations within an interaction, or import animations from another interaction, when creating a new animation in the State Machine Editor.
- Added an animation track type for Tail/Curl, to control the curl direction of the tail instead of only the rotation at the base.
- Added support for selecting multiple keyframes at once in the animation editor using the shift or control keys, so they can be moved, deleted, or copy and pasted at once.
- Added a toggle to allow scaling the distance between keyframes in the animation editor, when multiple keys are selected.
- Added an "Other Tools" panel in the animation editor menu, with a function for reversing the order of keys and events in an animation, to more easily do things like create an exit transition by copying the entry transition and reversing it.
- Added an option in the Ignore Collisions effect to apply to the "character capsule" that the player character uses for collision in desktop mode.
- You can now disable transitions in the State Machine Editor so they won't activate in-game, to more easily test/debug issues.
- Added tooltips when hovering over various buttons in the interaction studio.

CHANGED
- The "Parent Interaction" and "Copy From" dropdowns in the interaction edit screen now have tooltips on hover showing the interactions' descriptions, to help in cases where multiple interactions have the same name.
- The track list for the animation editor is a little more compact, and the timeline can now be zoomed out further, to view more tracks and keys at once.

FIXED
- Fixed some inconsistent handling of interaction role markers when characters were at a non-standard scale. If you had made an interaction that was intended for non-standard scale characters, you may need to adjust the positions of the interaction entry point and VR headset markers.
- Improvements for copy/pasting keyframes in the animation editor to allow the same keyframe values to be pasted more than once, or to be pasted after other keyframes were modified.
- Fixed the selected keyframe being unselected when moving it or changing its value.
- Clicking in the far top-right corner no longer causes the camera to mysteriously change to orthographic view.
- Fixed an error that could pop up when creating keyframes by dragging the translate/rotate gizmo while in record mode.
- The Ctrl+Z and Ctrl+Y shortcuts for undo and redo in the animation editor are now working properly.
- Fixed a bug where the names of interactable types in the Edit Interaction screen were not handling the language changing or being refreshed correctly.
- Fixed an error that could occur if the "Set Collisions Enabled" effect was used to enable collisions that were not previously disabled.
- Fixed an issue where items would not spawn in the scene when entering the Interaction Studio.
- The "Idle" state can now be selected as a destination (on non-Pose layers) when adding a transition with the Add Transition button.

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Interaction Studio documentation is live now!

 -> https://softscale.net/interaction-studio <-

This contains text guides for each of the components of the studio. I will probably be putting together a video walkthrough of basics at a later time, and the next build will also contain some more tooltips and help wording in-game.

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FarmD v1.7.2 (download)

Download: https://www.dropbox.com/scl/fi/as5z38lymwefur3hwuba8/FarmD-1-7-2.7z?rlkey=s4hb9ptj1knlmprl8k6knmh8s&st=syl37ovk&dl=0

Importer: https://www.dropbox.com/scl/fi/hmne14mcy7y67x07kg01x/FarmDCharacterImporter-1-7-2.unitypackage?rlkey=hb140pxx4dte1lw9md78ldteu&st=1dgz2sk4&dl=0

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FarmD v1.7.2 (changelog)

Interaction Studio mode for creating custom interaction animations.

[desktop/vr]
ADDED
- Added a "Reset Characters" button to the pause menu which cancels any active interactions, in order to get out of a softlock from a misconfigured interaction. This button also resets characters to the spawn point of the current scene in case they get stuck.

CHANGED
- Character animation rigs have been fully reworked. Some animations may look a bit different.
- Updated a number of UI elements and styles for a nicer look.
- Tweaked the character selector controls in the character menu. Also, the character menu will now open to the previously selected character, instead of always resetting to the player character when re-opening.
- The radial menu for starting interactions has been replaced with a popup scrollable menu in desktop and VR, to prevent the desktop screen or radial menus from getting too crowded with options. There is now a single "Change Interaction" button / radial option for opening this menu.

FIXED
- Improvements to the spine/neck/head IK rigging for feral characters that should resolve some issues on custom feral models that didn't match the built-in models well.
- Fixed a bug where characters with configurable cock types that used different cum emitters would not bind the emitter to the cock properly, such as the Equine cocks on the Drake model.
- Resolved a handful of memory leaks that could pop up after playing for a while.
- Fixed some errors that could appear when loading a save file that has both characters standing in the same place, or at least near enough for some of their triggers to overlap.
- Fixed some animation issues that could occur with cock actions like blowjobs/handjobs on custom characters that were scaled significantly to match the built-in characters' size.
- Fixed some near-clipping render issues with anthro partners that would cause them to be clipped too far away from the camera, mostly noticeable in VR mode when getting your face close to their body.
- Fixed some overlapping UI elements in the Character Menu for characters with lots of body part options.

REMOVED
- The Saddle Riding and Belly Riding interactions have been temporarily removed.

KNOWN ISSUES
- Slight differences in proportions between models can cause some inconsistent animations with the anthro characters' hands when gripping / attaching to objects.

[desktop]
CHANGED
- There is no longer a "Trade" option when interacting with your partner's body - instead, both characters' inventories are available at any time when opening the Inventory menu.

FIXED
- Fixed some odd camera behaviour when opening the Character Menu for the first time, and in some other scenarios.

[vr]
CHANGED
- Instead of the A button on both hands opening a radial menu for the player, only the left-hand A button is for the player, and the partner radial is now assigned to the right-hand A button. The right-hand B/Y button is no longer bound to an action.
- The "trigger zone" setup for starting interactions as the player in VR has been replaced with an interact pointer for the player's radial menu, similar to the interact pointer for the partner. Simply aim the pointer at the interactable you want to use and pull the trigger to start interacting with it.

FIXED
- Fixed a bug where launching the game in Standing play style with full-body tracking disabled would cause the player's fingers to not respond to grip/trigger inputs until the play style or full-body tracking settings were toggled.
- Fixed some physics/collision issues that could occur with fingering/fisting your partner's holes.

REMOVED
- The ability to grab partner's limbs, and to pick up anthro partners by the hips and carry them have been temporarily disabled.
- The partner's inventory is currently unavailable when in VR mode.
- The "Swap Menu Hands" option has been removed since button bindings were updated.

NOTES
- Due to changes in character rigs, any saved hip or foot tracker calibration for full-body tracking will need to be re-assigned.

[interaction studio]
ADDED
- Added an Interaction Studio which can be accessed through the pause menu. This is currently only available in desktop mode.
- The Interaction Library is the entry point for the Studio, where all the interactions in the game can be seen. Custom interactions can be created and edited here, and can be copied from built-in interactions as a starting point.
- The Interaction Studio has many functions for configuring the interaction itself, the roles (characters) involved, entry points and camera planes, and other properties.
- The State Machine Editor controls the flow of the interaction, from the entry point to any number of States (poses), and also supports layers for implementing actions for different body parts like the head, hands, and feet, to be layered on top of the base pose. Here you can also define the action buttons for transitioning between states, and the type of animations used in states and transitions.
- The Animation Editor allows you to pose the characters in each state or transition by positioning their body, head, hands, and feet, among other properties like finger curls and penetration depth. You can set Keyframes for moving limbs from one pose to another over time, and use Events to trigger special actions like changing the alignment of a body part, such as attaching a hand to your partner's body or starting penetration.
- Documentation and guides for using the Interaction Studio will be available soon.

KNOWN ISSUES
- Some animation events don't take effect when scrubbing in the timeline, such as the Set Expression event, but do work properly during actual gameplay.

[importer]
ADDED
- Added a "Sheath" penetrable type, which is used for alignments for the nuzzling/fingering actions in the Servicing positions. This should be added to sheathed characters to support these actions.

CHANGED
- Due to animation rig changes in-game, all touch targets that had been configured on characters need to be updated. This is handled with an automatic migration that should be run on all custom characters to prevent animation issues, by clicking the "Migrate" button in the CharacterImporter component.

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Interaction Studio Status Update #3

Still alive! Still working! Lots of moving parts. I was putting off releasing this status update because I hoped to get the build out by the end of November but it's looking like that may not happen. Between a few technical difficulties to work through (all sorted now) and some family events, it will be close but not likely - look for it in early December though! At present I am over halfway through the interaction conversions and then just have a few miscellaneous bits of work to wrap up before release. Final stretch now, shiny new build soon, thanks so much again for your support and patience! <3

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Interaction Studio Status Update #2

Hey gang, quick status update again since it's been a bit.

Work is continuing well, the interaction studio itself is complete and I'm working through some remaining in-game implementation updates to get all the old systems hooked up to the new setup. After that's all sorted out, I'll just have some updates for VR mode with the new character rigs and improvements for working with interactions, and converting the game's current interactions/animations to the new system. And then playtesting and such of course - there are about 12k lines of code added in this build so far, probably a fair few bugs to sort through.

Again, thank you all for the patience for sticking through the dry spell here, I am definitely going back to shorter / more frequent releases after this build is done lol. <3

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Status Update: Interaction Studio

Hey all, got a status update here on the upcoming Interaction Studio build.

Making good progress so far, from my checklist in the previous post I have now:
- Replaced the old animation state machine and updated characters' animation rigs
- Built the majority of UI elements and functionality for the interaction library, interaction studio and state editor, and animation editor
- Done a bunch of backend work on how characters are set up, which evolved into some support for the multi-partner and feral-player features. These won't be in this build but will likely be coming sooner than previously set on the timeline.

So, what's left:
- Finishing up some work on the studio and animation editor, mostly smaller details and functionality
- Converting the existing interactions to the new rigs and interaction studio format
- A handful of smaller features and changes, and playtesting


I don't have an estimate on when this will all be done yet, but this should be past the halfway point at least. Thanks for your patience! <3

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Heads up: No new build for a while

Hey gang, it's that time again. As I have done in the past for a couple other large features, I'm letting you know this next build will almost certainly not be releasing within the next month. So if you need to save a few bucks you can unsubscribe if you like, and pop back in when there's a new release. This build will feature a new Interaction Studio mode, which will allow players to create their own animations and poses in the game, and this is going to require quite a bit of work to set up. Basically this will involve:

- Moving away from the built-in animation state machine system that Unity has, since among other issues I've had, it doesn't allow the state machine to be modified at runtime. So all functionality related to animations and their transitions will be rebuilt using a different system that is more flexible.

- Updating characters' animation rigs to clean up some long-standing issues and clutter, and to unify how some of the IK controls work. Which of course will break all existing animations in the game but I can put something together to convert them to the new rig.

- Creating the UI and systems for the interaction studio itself, to allow users to pose and animate characters, trigger penetration events, set up transitions between poses, etc.

- Converting all of the existing interactions in the game to use this new system, both to have a single workflow for everything and to allow users to copy the existing interactions to use as a starting point, or as an example to see how they're put together.

- Probably add a couple new interactions, to implement and test some functionality that isn't already present in existing ones.

So, exciting stuff but I can't really do only part of that and still release a functioning build, hence the longer wait here. This initial version of the interaction studio will likely only be available in desktop mode as well, but I would like to experiment with VR support for it later, like being able to grab limbs to pose them. The next build or two afterward will add more features and quality-of-life things that can afford to be kept out of a minimally viable product for the initial build.

As always, thanks for the support so far! <3

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FarmD v1.7.1 (download)

Download: https://www.dropbox.com/scl/fi/l39ib3nxacf3pl9o6xp7m/FarmD-1-7-1.7z?rlkey=gdft06ou748h4qvq71wnjhynd&st=aptt3ikr&dl=0

Importer: https://www.dropbox.com/scl/fi/7khk6s8egat953t691hz8/FarmDCharacterImporter-1-7-1.unitypackage?rlkey=1waq32z0gnc8wpqft72zgkug5&st=k3lwa770&dl=0

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FarmD v1.7.1 (changelog)

Codebase refactoring and cleanup, and some minor fixes.

[desktop/vr]
CHANGED
- Significant refactoring to several systems and general code cleanup across the board, to get things better organized and less error-prone. This should prevent a handful of edge-case bugs and hopefully didn't introduce too many new ones. Also switched to the Mono scripting backend instead of IL2CPP, which will allow for better mod support in the future.
- Tweaked some lighting and exposure settings for a nicer look.

FIXED
- Fixed a bug where fluid emitters could be active during game launch in some scenarios.

[desktop]
FIXED
- Walking near an interactable with multiple available interactions will now correctly show the generic interact wording in the prompt instead of only showing the first available interaction.

[vr]
CHANGED
- The flow for launching the game in VR mode for the first time is slightly different - the first-time VR calibration is now done after creating or selecting a save file and configuring your character, instead of immediately on game launch.

FIXED
- Fixed a bug where the partner's cock would not get erect during some poses when they are supposed to penetrate the player.
- Fixed an occasional bug with dildos getting stuck to partner's holes after penetrating.
- Fixed a bug with some scrollable areas not scrolling correctly unless the UI pointer was aiming at buttons / fields inside the area.
- Fixed some glitchy physics issues with the stall gates and their latches in the stable.

[importer]
FIXED
- Improved functionality for the "Initialize" action in the Hand / Finger Setup module when handling characters with fewer than five fingers, or with improperly configured hand bones in their avatars.

REMOVED
- The Avatar Workflow field has been removed, specifically the Manual workflow mode - all characters will now use what was the Automatic mode.
- The DetectCollision script has been removed, and its usage replaced with the regular DetectObjectsInTrigger. This script was previously only present on the FingerControl prefabs that is populated on Anthro characters, so any Anthro characters may need to be re-exported to work properly in v1.7.1+ of the game. Unless you had unpacked the FingerControl prefab in your characters this should have updated to the new setup automatically, and you can just update the CharacterImporter package and re-export your characters.

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Roadmap: v1.8.0

Here's what is coming up for FarmD v1.8.0:

- Codebase refactoring for improved developer sanity

- In-game interaction studio for user-created poses and animations

- Animation updates and new sex positions

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Supporters: Changelog v1.6.5 -> v1.7.0

Here's what changed since the last supporter build v1.6.5.

[desktop/vr]
FIXED
- Fixed some scenarios where the partner would leave a sex position like the feral/anthro Servicing pose when they shouldn't, if Active AI mode was on.
- The Saddle should no longer be able to pass through solid objects, such as falling through the floor when dropped.
- Fixed interactable object outlines not appearing correctly after changing scenes.
- Better error handling for trying to load language files with invalid syntax.

[desktop]
FIXED
- The trigger area for equipping items on your partner in VR will no longer appear in desktop mode if equipment items happen to pass through it.

[vr]
FIXED
- Fixed an issue with the Saddle riding resulting in a black screen.

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